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<title>dolphin/Source/Core/VideoBackends/D3D/D3DState.cpp, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper function</title>
<updated>2016-03-24T02:43:29+00:00</updated>
<author>
<name>EmptyChaos</name>
<email>EmptyChaos@users.noreply.github.com</email>
</author>
<published>2016-03-24T02:42:08+00:00</published>
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<entry>
<title>VideoBackends: Do not use Anisotropy on Point filtered textures.</title>
<updated>2016-03-24T02:43:29+00:00</updated>
<author>
<name>EmptyChaos</name>
<email>EmptyChaos@users.noreply.github.com</email>
</author>
<published>2016-03-24T02:23:56+00:00</published>
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The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
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The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
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<entry>
<title>Common: Remove other Common prefixed headers from Common.h</title>
<updated>2015-09-26T22:51:58+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-09-26T21:13:07+00:00</published>
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<entry>
<title>Use emplace() instead of insert() where applicable for maps.</title>
<updated>2015-06-28T23:52:40+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-06-28T23:08:28+00:00</published>
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<entry>
<title>Fix aniso filtering on d3d to not set aniso filter when using 1x</title>
<updated>2015-06-19T08:55:32+00:00</updated>
<author>
<name>Matthew Parlane</name>
<email>parlane@gmail.com</email>
</author>
<published>2015-06-19T08:55:32+00:00</published>
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<entry>
<title>D3D: Depth range inversion.</title>
<updated>2015-05-26T13:31:31+00:00</updated>
<author>
<name>galop1n</name>
<email>galopin@gmail.com</email>
</author>
<published>2015-05-24T12:44:25+00:00</published>
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Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
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Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
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</entry>
<entry>
<title>Set copyright year to when a file was created</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-24T04:55:12+00:00</published>
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<entry>
<title>Update license headers to GPLv2+</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-17T23:08:10+00:00</published>
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<entry>
<title>D3D: Replaced explicit _BitScanForward with LeastSignificantSetBit</title>
<updated>2015-05-03T19:14:29+00:00</updated>
<author>
<name>Yuriy O'Donnell</name>
<email>yuriyo@gmail.com</email>
</author>
<published>2015-04-29T21:52:49+00:00</published>
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<entry>
<title>D3D: StateManager::Apply no longer iterates through every texture and sampler slot</title>
<updated>2015-04-29T18:08:00+00:00</updated>
<author>
<name>Yuriy O'Donnell</name>
<email>yuriyo@gmail.com</email>
</author>
<published>2015-04-29T18:08:00+00:00</published>
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Now using bit scan through dirty slot masks.
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Now using bit scan through dirty slot masks.
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